Fire Message

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Fire Message
After a few hours of work, I have decoded all of CA's "shoot a bullet" message.

Code:
// Fires your gun
// uint8:Unk - Always 0
// uint16:nWeaponID - ID of current weapon
// uint16:nAmmoAmount - Client-side ammo amount XOR current weapon ID
// uint32:nFireTicks - Current client-side tick count
// LTVector:vWeaponPos - (x, y, z) of weapon in world space
// LTVector:vFirePos - (x, y, z) of start point of firing (usually the camera)
// LTRotation:rFireDir - Direction of bullet (in rotation form)
// float:fPlayerYaw - Yaw of client player
// LTVector:vFireDir - Direction of bullet (in vector form)
// uint8:nChecksum - Not sure, some kind of validation value I think
// bool:bIsScopedOrScoping - Is the player scoped or scoping in/out
// bool:Unk - Always false
// bool:bLastShotAltFire - Was alternate fire used for the previous shot?
// uint8:nPerturb - Random distance from center that bullet hits
// float:fMultiplier - Multiplier of something
// uint32:nFireTime - Fire time (nearest second)
// bool:bPlayerHit - Was a player hit
// if (bPlayerHit) {
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
// bool:Unk - Always 0 I think
// bool:bAltFire - Was alternate fire used
// bool:bObjectHit - Was an object hit
// float:fDist - Distance to object
// HOBJECT:hHitObj - Object that was hit
// uint32:nShotCounter - Odd value, not sure what it's meant for
Send a message to the server with the correct message ID and with all that filled out and you can do whatever the hell you want .

There may be a few minor mistakes


Oh and credits to CodeDemon
Nice release...
Wish i knew what half this shit is
Could you make like (an idea not sure if it'll even work) like a sort of god mode with this peice of code:
Code:
bool:bPlayerHit - Was a player hit
// if (bPlayerHit) {
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
and keep it to false for your player at all times?
Quote Originally Posted by PashaAmd View Post
Could you make like (an idea not sure if it'll even work) like a sort of god mode with this peice of code:
Code:
bool:bPlayerHit - Was a player hit
// if (bPlayerHit) {
//// HOBJECT:hHitPlayerObj - Object of hit player
//// HMODELNODE:hHitNode - Node that was hit
//// LTVector:vHitPos - (x, y, z) of position that was hit
//// LTVector:vDirection - Direction the player is in relative to you.  Only -1, 0, 1 allowed for each direction
// }
and keep it to false for your player at all times?
Each client sends it. And you can't change what other clients do. So no.
Quote Originally Posted by mmbob View Post
Each client sends it. And you can't change what other clients do. So no.
oh ok thanks
Quote Originally Posted by mmbob View Post
Each client sends it. And you can't change what other clients do. So no.
possible
Looks cool, now what to do with this
Nice work
Nao to find out what these are
Nice work bob
Quote Originally Posted by CodeDemon View Post
Nice work bob
Are these classes or what?
could you use this with the weapon ID to see what a gun is on ground if you like point at it with crosshair? that'd be slick

and i think shotcounter is for something called Deflection (probably mistaken but...) in almost all the Lithtech games so far, there is a frame string you can type in on Model Edit keyframes to deflect objects (bullets, nades, knives, etc.) and not get damage from it. I don't think deflect is in the framestrings for CA but if it is, its some how disabled
Quote Originally Posted by CodeDemon View Post
Nice work bob
Who unbanned you?
Quote Originally Posted by supercarz1991 View Post
could you use this with the weapon ID to see what a gun is on ground if you like point at it with crosshair? that'd be slick
Looks like it can be used for a lot; Weapon esp, rapid fire, Distance/direction warning....
Quote Originally Posted by supercarz1991 View Post
could you use this with the weapon ID to see what a gun is on ground if you like point at it with crosshair? that'd be slick
There is a TargetMGR class that's responsible for that.

Quote Originally Posted by markoj View Post
Who unbanned you?
My 3 weeks expired yesterday
Quote Originally Posted by CodeDemon View Post
There is a TargetMGR class that's responsible for that.
of course there is >.> lol
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